2003-02-18 23:11:05 +00:00
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/*
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======================================
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FrikBot X (Version 0.10.0) QW
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======================================
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This program is in the Public Domain. My crack legal
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team would like to add:
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RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
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AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
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ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
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FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
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NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
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GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
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EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
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SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
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You accept this software on the condition that you
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indemnify and hold harmless Ryan "FrikaC" Smith from
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any and all liability or damages to third parties,
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including attorney fees, court costs, and other
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related costs and expenses, arising out of your use
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of this software irrespective of the cause of said
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liability.
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The export from the United States or the subsequent
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reexport of this software is subject to compliance
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with United States export control and munitions
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control restrictions. You agree that in the event you
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seek to export this software, you assume full
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responsibility for obtaining all necessary export
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licenses and approvals and for assuring compliance
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with applicable reexport restrictions.
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Any reproduction of this software must contain
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this notice in its entirety.
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======================================
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These installation instructions only apply to QuakeWorld (as does this entire
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file). For Normal Quake, please refer to bot.qc
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--------------------------------------
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To install on a new mod, do all this:
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--------------------------------------
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Place all included bot*.qc files in the subdirectory "frikbot"
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in your source folder, then...
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* Add the following lines to progs.src right after the defs.qc line
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2003-02-21 16:08:41 +00:00
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frikbot/map_dm1.qc
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frikbot/map_dm2.qc
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frikbot/map_dm3.qc
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frikbot/map_dm4.qc
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frikbot/map_dm5.qc
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frikbot/map_dm6.qc
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2003-02-18 23:11:05 +00:00
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frikbot/bot_qw.qc
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frikbot/bot_way.qc
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frikbot/bot_fight.qc
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frikbot/bot_ai.qc
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frikbot/bot_misc.qc
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frikbot/bot_phys.qc
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frikbot/bot_move.qc
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--------------------------------------
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* Add this to worldspawn() in world.qc, right at the very top, before InitBodyQue();
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BotInit(); // FrikBot
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--------------------------------------
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* add this line to StartFrame() in world.qc, at the very top
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BotFrame(); // FrikBot
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--------------------------------------
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* Add these two lines to PlayerPreThink in client.qc at the very top
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if (BotPreFrame()) // FrikBot
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return;
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--------------------------------------
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* Add this line to PlayerPostThink in client.qc at the very top
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if (BotPostFrame()) // FrikBot
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return;
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--------------------------------------
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* Add the following line to the very top of Client Connect in client.qc
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ClientInRankings(); // FrikBot
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--------------------------------------
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* Add these lines to the very top of ClientDisconnect in client.qc
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ClientDisconnected(); // FrikBot
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--------------------------------------
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* Add these lines to the very top of SpectatorConnect in spectate.qc
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ClientFixRankings(); // FrikBot
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--------------------------------------
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*/
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2003-02-24 16:05:25 +00:00
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#include "libfrikbot.h"
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2003-02-18 23:11:05 +00:00
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void() bot_map_load =
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{
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// place your qc loaded waypoints here
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if (mapname == "dm1")
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map_dm1();
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else if (mapname == "dm2")
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map_dm2();
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else if (mapname == "dm3")
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map_dm3();
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else if (mapname == "dm4")
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map_dm4();
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else if (mapname == "dm5")
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map_dm5();
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else if (mapname == "dm6")
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map_dm6();
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Variables and shtuff
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bot.qc has become pretty much a header file
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for all variable in the bot...
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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2003-03-04 07:29:42 +00:00
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entity [32] players;
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entity [32] phys_objects;
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2003-02-18 23:11:05 +00:00
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// ----- entity fields ---
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.float wallhug, keys, oldkeys, ishuman;
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2003-03-04 07:29:42 +00:00
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.float b_frags, b_shirt, b_pants;
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.integer b_clientno;
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2003-02-18 23:11:05 +00:00
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.float priority, ai_time, b_sound, missile_speed;
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.float portal_time, b_skill, switch_wallhug;
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.float b_aiflags, b_num, b_chattime;
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.float b_entertime, b_userid; // QW shtuff
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.float b_menu, b_menu_time, b_menu_value;
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.float route_failed, dyn_flags, dyn_time;
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.float dyn_plat;
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.entity temp_way, last_way, phys_obj;
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.entity target1, target2, target3, target4;
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.entity _next, _last;
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.entity current_way;
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.vector b_angle, b_dest, mouse_emu, obs_dir;
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.vector movevect, b_dir;
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.vector dyn_dest;
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.vector punchangle; // HACK - Don't want to screw with bot_phys
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// -------globals-----
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2003-03-04 07:29:42 +00:00
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integer max_clients;
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float real_frametime;
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2003-02-18 23:11:05 +00:00
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float bot_count, b_options, lasttime;
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float waypoint_mode, dump_mode;
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float waypoints, direct_route, userid;
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float sv_friction, sv_gravity;
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float sv_accelerate, sv_maxspeed, sv_stopspeed;
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entity fixer;
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entity route_table;
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entity b_temp1, b_temp2, b_temp3;
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2003-03-04 07:29:42 +00:00
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entity way_head;
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2003-02-18 23:11:05 +00:00
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float busy_waypoints;
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float coop = 0; // hack
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2003-03-04 07:29:42 +00:00
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entity () SV_AllocClient = #0;
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void (entity e) SV_FreeClient = #0;
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2003-03-04 17:46:04 +00:00
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void (entity e, string str) SV_SetUserinfo = #0;
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2003-02-18 23:11:05 +00:00
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//----------------------------------------------------------------------------
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Stuff mentioned up top
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it just links the bot into the mod
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void() ClientFixRankings =
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{
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2003-03-04 07:29:42 +00:00
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local integer cno;
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2003-02-18 23:11:05 +00:00
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if (self.switch_wallhug > time)
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return;
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self.switch_wallhug = 0;
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2003-02-24 16:05:25 +00:00
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b_temp2 = nextent(NIL);
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2003-02-18 23:11:05 +00:00
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cno = 0;
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while (cno < max_clients)
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{
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if (!b_temp2.ishuman)
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{
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2003-03-04 07:29:42 +00:00
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if (players[cno])
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2003-02-18 23:11:05 +00:00
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UpdateClient(b_temp2);
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}
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2003-03-04 07:29:42 +00:00
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cno++;
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2003-02-18 23:11:05 +00:00
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b_temp2 = nextent(b_temp2);
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}
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};
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void() ClientInRankings =
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{
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local float cno;
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2003-03-04 07:29:42 +00:00
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local integer cl_no = ClientNumber (self);
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2003-02-21 15:33:05 +00:00
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2003-03-04 07:29:42 +00:00
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players[cl_no] = self;
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self.b_clientno = cl_no + 1;
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2003-03-04 17:46:04 +00:00
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userid++;
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2003-02-18 23:11:05 +00:00
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self.b_userid = userid;
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2003-03-04 07:29:42 +00:00
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self.phys_obj = phys_objects[cl_no];
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2003-02-18 23:11:05 +00:00
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if (self.ishuman == 2)
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{
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self.ishuman = FALSE;
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return;
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}
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cno = self.colormap - 1;
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2003-03-04 07:29:42 +00:00
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self.b_clientno = (integer) cno;
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2003-02-18 23:11:05 +00:00
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self.ishuman = TRUE;
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self.switch_wallhug = time + 1;
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};
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void() ClientDisconnected =
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{
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2003-03-04 07:29:42 +00:00
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local integer cl_no = ClientNumber (self);
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players[cl_no] = NIL;
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2003-02-18 23:11:05 +00:00
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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BotPreFrame & BotPostFrame, used to make the
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bot easier to install
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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float () BotPreFrame =
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{
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if (self.b_clientno == -1)
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return TRUE;
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if (self.ishuman)
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if (self.switch_wallhug)
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ClientFixRankings();
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if (self.b_frags != self.frags)
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{
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if (self.b_frags > self.frags)
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{
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if (pointcontents(self.origin) == CONTENT_LAVA)
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bot_start_topic(10);
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else
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bot_start_topic(9);
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}
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else
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bot_start_topic(2);
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self.b_frags = self.frags;
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if (!self.ishuman)
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{
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WriteByte(2, 14);
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2003-03-04 07:29:42 +00:00
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WriteByte(2, (float)self.b_clientno);
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2003-02-18 23:11:05 +00:00
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WriteShort(2, self.frags);
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}
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}
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DynamicWaypoint();
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return FALSE;
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};
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float () BotPostFrame =
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{
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if (self.b_clientno == -1)
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return TRUE;
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if (self.ishuman)
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BotImpulses();
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return FALSE;
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Bot Chat code
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The rest of this code is in bot_rank.qc
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void(string h) BotSay = // simulate talking by composing a 'chat' message
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{
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WriteByte(MSG_ALL, 8);
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WriteByte(MSG_ALL, 3);
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WriteByte(MSG_ALL, 1);
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WriteString(MSG_ALL, self.netname);
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WriteByte(MSG_ALL, 8);
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WriteByte(MSG_ALL, 3);
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WriteByte(MSG_ALL, 2);
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WriteString(MSG_ALL, h);
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};
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void() BotSayInit =
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{
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WriteByte(MSG_ALL, 8);
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WriteByte(MSG_ALL, 3);
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WriteByte(MSG_ALL, 1);
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WriteString(MSG_ALL, self.netname);
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};
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void(string h) BotSay2 =
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{
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WriteByte(MSG_ALL, 8);
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WriteByte(MSG_ALL, 3);
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WriteByte(MSG_ALL, 2);
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WriteString(MSG_ALL, h);
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};
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void(string h) BotSayTeam =
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{
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// FBX QW doesn't support teamplay...yet
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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BotInit
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void() BotInit =
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{
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2003-03-04 07:29:42 +00:00
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local entity ent;
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local integer numents = 0;
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2003-02-18 23:11:05 +00:00
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// spawn entities for the physics
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2003-02-24 16:05:25 +00:00
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ent = nextent(NIL);
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2003-02-18 23:11:05 +00:00
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max_clients = 0;
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2003-02-24 16:05:25 +00:00
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while(ent != NIL)
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2003-02-18 23:11:05 +00:00
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{
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max_clients = max_clients + 1;
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ent = nextent(ent);
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}
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2003-02-24 16:05:25 +00:00
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ent = nextent(NIL);
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2003-02-18 23:11:05 +00:00
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while (numents < max_clients)
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{
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2003-03-04 07:29:42 +00:00
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phys_objects[numents] = spawn();
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phys_objects[numents].classname = "phys_obj";
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phys_objects[numents].owner = ent;
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numents++;
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2003-02-18 23:11:05 +00:00
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ent = nextent(ent);
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}
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bot_map_load();
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Rankings 'utilities'. Written by Alan Kivlin,
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this code just fools clients by sending precisely
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the same network messages as when a real player
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signs on to the server.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void(entity who) UpdateClient =
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{
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2003-03-04 17:46:04 +00:00
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local string bottomcolor = ftos (who.b_pants);
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local string topcolor = ftos (who.b_shirt);
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|
dprint (who.netname + "\n");
|
2003-02-18 23:11:05 +00:00
|
|
|
WriteByte(2, 14 );
|
2003-03-04 07:29:42 +00:00
|
|
|
WriteByte(2, (float)who.b_clientno);
|
2003-02-18 23:11:05 +00:00
|
|
|
WriteShort(2, who.frags);
|
|
|
|
WriteByte(2, 36);
|
2003-03-04 07:29:42 +00:00
|
|
|
WriteByte(2, (float)who.b_clientno);
|
2003-02-18 23:11:05 +00:00
|
|
|
WriteShort(2, 100 * (3 - who.b_skill));
|
|
|
|
WriteByte(2, 37); // update entertime
|
2003-03-04 07:29:42 +00:00
|
|
|
WriteByte(2, (float)who.b_clientno); // client number
|
2003-02-18 23:11:05 +00:00
|
|
|
WriteLong(2, time - who.b_entertime); // client entertime
|
2003-03-04 17:46:04 +00:00
|
|
|
SV_SetUserinfo (who, "\\bottomcolor\\" + bottomcolor
|
|
|
|
+ "\\topcolor\\" + topcolor
|
|
|
|
+ "\\team\\bot\\skin\\base\\name\\" + who.netname);
|
2003-02-18 23:11:05 +00:00
|
|
|
// FIXME: do teams properly
|
|
|
|
};
|
|
|
|
|
2003-03-04 07:29:42 +00:00
|
|
|
float(integer clientno) ClientBitFlag =
|
2003-02-18 23:11:05 +00:00
|
|
|
{
|
|
|
|
local float bitflag;
|
|
|
|
bitflag = 1;
|
|
|
|
while(clientno > 0)
|
|
|
|
{
|
|
|
|
bitflag = bitflag * 2;
|
|
|
|
clientno = clientno - 1;
|
|
|
|
}
|
|
|
|
return bitflag;
|
|
|
|
};
|
|
|
|
|
2003-03-04 07:29:42 +00:00
|
|
|
integer() ClientNextAvailable =
|
2003-02-18 23:11:05 +00:00
|
|
|
{
|
2003-03-04 07:29:42 +00:00
|
|
|
local integer clientno;
|
2003-02-18 23:11:05 +00:00
|
|
|
// I want to do this top down, but QW won't let me
|
|
|
|
clientno = 0;
|
|
|
|
while(clientno < max_clients)
|
|
|
|
{
|
|
|
|
clientno = clientno + 1;
|
|
|
|
|
2003-03-04 07:29:42 +00:00
|
|
|
//FIXME if(!ClientIsActive(clientno))
|
2003-02-18 23:11:05 +00:00
|
|
|
return clientno;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
void(entity e1, entity e2, float flag) DeveloperLightning = {};
|
|
|
|
|
|
|
|
/*
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
|
|
|
|
BotConnect and related functions.
|
|
|
|
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
*/
|
|
|
|
entity(float num) GetClientEntity =
|
|
|
|
{
|
|
|
|
local entity upsy;
|
2003-02-24 16:05:25 +00:00
|
|
|
upsy = NIL;
|
2003-02-18 23:11:05 +00:00
|
|
|
num = num + 1;
|
|
|
|
while (num > 0)
|
|
|
|
{
|
|
|
|
num = num - 1;
|
|
|
|
upsy = nextent(upsy);
|
|
|
|
}
|
|
|
|
return upsy;
|
|
|
|
};
|
|
|
|
|
2003-03-04 07:29:42 +00:00
|
|
|
integer (entity cl) ClientNumber =
|
|
|
|
{
|
|
|
|
local entity e = NIL;
|
|
|
|
local integer f = -1;
|
|
|
|
|
|
|
|
do {
|
|
|
|
f++;
|
|
|
|
e = nextent (e);
|
|
|
|
} while (e != cl);
|
|
|
|
return f;
|
|
|
|
};
|
|
|
|
|
2003-02-18 23:11:05 +00:00
|
|
|
void(float whatbot, float whatskill) BotConnect =
|
|
|
|
{
|
2003-03-04 07:29:42 +00:00
|
|
|
local integer f;
|
2003-02-18 23:11:05 +00:00
|
|
|
local entity uself;
|
|
|
|
|
2003-03-04 07:29:42 +00:00
|
|
|
//f = ClientNextAvailable();
|
2003-02-18 23:11:05 +00:00
|
|
|
uself = self;
|
2003-03-04 07:29:42 +00:00
|
|
|
self = SV_AllocClient ();
|
|
|
|
if (!self) {
|
2003-02-18 23:11:05 +00:00
|
|
|
bprint(PRINT_HIGH, "Unable to connect a bot, server is full.\n");
|
2003-03-04 07:29:42 +00:00
|
|
|
self = uself;
|
2003-02-18 23:11:05 +00:00
|
|
|
return;
|
|
|
|
}
|
2003-03-04 07:29:42 +00:00
|
|
|
bot_count++;
|
2003-02-18 23:11:05 +00:00
|
|
|
bot_start_topic(1);
|
2003-03-04 07:29:42 +00:00
|
|
|
f = ClientNumber (self) + 1;
|
2003-02-18 23:11:05 +00:00
|
|
|
self.b_clientno = f;
|
2003-03-04 07:29:42 +00:00
|
|
|
self.colormap = (float) f + 1;
|
2003-02-18 23:11:05 +00:00
|
|
|
if (whatbot)
|
|
|
|
self.netname = BotName(whatbot);
|
|
|
|
else
|
|
|
|
self.netname = PickARandomName();
|
|
|
|
|
|
|
|
// players can set skill all weird, so leave these checks in
|
|
|
|
whatskill = rint(whatskill);
|
|
|
|
if (whatskill > 3)
|
|
|
|
whatskill = 3;
|
|
|
|
else if (whatskill < 0)
|
|
|
|
whatskill = 0;
|
|
|
|
self.b_skill = whatskill;
|
|
|
|
self.b_entertime = time;
|
|
|
|
self.team = self.b_pants + 1;
|
|
|
|
UpdateClient(self);
|
|
|
|
SetNewParms();
|
|
|
|
self.ishuman = 2;
|
|
|
|
ClientConnect();
|
|
|
|
PutClientInServer();
|
|
|
|
self = uself;
|
|
|
|
};
|
|
|
|
|
|
|
|
void(entity bot) BotDisconnect =
|
|
|
|
{
|
|
|
|
local entity uself;
|
|
|
|
uself = self;
|
|
|
|
self = bot;
|
|
|
|
|
|
|
|
bot_count = bot_count - 1;
|
|
|
|
|
|
|
|
ClientDisconnect();
|
|
|
|
|
|
|
|
if (self.b_clientno != -1)
|
|
|
|
{
|
|
|
|
// the bot's client number is not in use by a real player so we
|
|
|
|
// must remove it's entry in the rankings
|
|
|
|
// Quake engine sets all fields to 0, can only do the most important here
|
|
|
|
self.b_frags = self.frags = 0;
|
|
|
|
self.netname = "";
|
|
|
|
self.classname = "";
|
|
|
|
self.health = 0;
|
|
|
|
self.items = 0;
|
|
|
|
self.armorvalue = 0;
|
|
|
|
self.weaponmodel = "";
|
|
|
|
self.b_pants = 0;
|
|
|
|
self.b_shirt = 0;
|
|
|
|
self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = 0;
|
|
|
|
UpdateClient(self);
|
|
|
|
self.b_clientno = -1;
|
|
|
|
}
|
|
|
|
self = uself;
|
|
|
|
};
|
|
|
|
|
|
|
|
void() BotFrame =
|
|
|
|
{
|
2003-03-04 07:29:42 +00:00
|
|
|
local integer num;
|
2003-02-18 23:11:05 +00:00
|
|
|
local string h;
|
|
|
|
|
2003-02-24 16:05:25 +00:00
|
|
|
h = infokey(NIL, "bot_options");
|
2003-02-18 23:11:05 +00:00
|
|
|
b_options = stof(h);
|
|
|
|
|
|
|
|
// for the sake of speed
|
|
|
|
sv_maxspeed = cvar("sv_maxspeed");
|
|
|
|
sv_gravity = cvar("sv_gravity");
|
|
|
|
sv_friction = cvar("sv_friction");
|
|
|
|
sv_accelerate = cvar("sv_accelerate");
|
|
|
|
sv_stopspeed = cvar("sv_stopspeed");
|
|
|
|
real_frametime = time - lasttime; // in QW frametime is fuxx0red
|
|
|
|
lasttime = time;
|
|
|
|
|
2003-02-24 16:05:25 +00:00
|
|
|
self = nextent(NIL);
|
2003-02-18 23:11:05 +00:00
|
|
|
num = 0;
|
|
|
|
while (num < max_clients)
|
|
|
|
{
|
|
|
|
if (self.ishuman == FALSE)
|
|
|
|
{
|
|
|
|
if (self.b_clientno > 0)
|
|
|
|
{
|
|
|
|
frik_obstacles();
|
|
|
|
CL_KeyMove();
|
|
|
|
SV_ClientThink();
|
|
|
|
SV_Physics_Client();
|
|
|
|
// this is sickening
|
|
|
|
if (self.phys_obj)
|
|
|
|
{
|
|
|
|
if (self.phys_obj.modelindex != self.modelindex)
|
|
|
|
{
|
|
|
|
setmodel(self.phys_obj, "progs/player.mdl");
|
|
|
|
self.phys_obj.modelindex = self.modelindex;
|
|
|
|
}
|
|
|
|
self.phys_obj.frame = self.frame;
|
|
|
|
self.phys_obj.angles = self.angles;
|
|
|
|
self.phys_obj.colormap = self.colormap;
|
|
|
|
self.phys_obj.effects = self.effects;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
self = nextent(self);
|
|
|
|
num = num + 1;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
|
|
|
|
Bot Impulses. Allows the player to perform bot
|
|
|
|
related functions.
|
|
|
|
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
*/
|
|
|
|
|
|
|
|
void() BotImpulses =
|
|
|
|
{
|
|
|
|
local float f;
|
|
|
|
local string h;
|
|
|
|
|
|
|
|
if (self.impulse == 100)
|
|
|
|
{
|
2003-02-24 16:05:25 +00:00
|
|
|
h = infokey(NIL, "skill");
|
2003-02-18 23:11:05 +00:00
|
|
|
f = stof(h);
|
|
|
|
BotConnect(0, f);
|
|
|
|
}
|
|
|
|
else if (self.impulse == 102)
|
|
|
|
KickABot();
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
self.impulse = 0;
|
2003-02-18 23:12:03 +00:00
|
|
|
};
|